Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Luminarion Expansion

by Aoz

This Solar system was created by Huul'daac Tarthuul. This is his home plane. He palace is in the center of the Giant Golden Sun called Ida: about 1,391,400,000 km (or 864,600,000 miles) in diameter.

Huul'daac Tarthuul
Huul'daac Tarthuul Clerics
Time passes faster here: 1 Mystara to 10 Luminarion Expansion. 4 hours on Mystara is 40 hours in Luminarion Expansion time.

The Luminarion Expansion or Luminarion Space is a crystal sphere that embodies the radiant energy of a Giant Golden Sun called Ida and the vibrant magic within. This place where light and magic drift together through space, creating a realm of Power and adventure.

High Plane: Magic items are very common as presented in these rules, if not more so. Mana Core Crystals supply these magic items with fuel to work but only in this sphere. Spells are used to light homes, keep people warm, and communicate. The function they serve is as commonplace as modern-day technology is in the real world. Double Spell Slots, Innate Abilities, and infused by the Light of Ida.

In 700 AC on the Mystara calendar The Luminarion Expansion along with many worlds and Quo were formed starting 1 LA (Lumanation Age) and in 1010 AC with the time factor: 3110 LA.

Kajiya: Is a world of Tungsten, fire and heat with many fire spirits live here, is the closest at 82 million km / 51 million miles.

Baaku: The desert planet with sand worms, silicon-based life forms that look like pangolin is 214 million km / 32 million miles.

Rruuee: The swampy world of the poisonous grass frogfolks, the axolotl and a dragon headed caterpillar, is 294 million km / 182 million miles. Primitive and unaware of Spelljamming.

Myconidus: The fungal planet with its giant mushrooms and spores, is 410 million km / 254 million miles.

The asteroid belt where the Araneas have their bases is around 820 million km/ 510 million miles from the sun.

Kyojin: a world of giant insects and monsters that eat the magic crystals that grow on the world, is 1.2 billion km / 745 million miles.

Qou: The Voidworld with a toxic atmosphere and is in the shape of a cube. The underground Empire of Hikari were the Luminarions live, is 2.7 billion km /1.6 billion miles from the sun. Araneas and Luminarions know nothing of each other. The Araneas landed once but their spelljammer vessel started to corrode from the toxic environment, received a vison from Huuldaac and left.

Ferrum: The industrial planet of Araneas, constructs and forges, is 4.3 billion km / 2.7 billion miles from the sun. Home world of the Araneas called Ruminarakunidos (Ruminarakunido for single spider) and advance spelljamming plus plane walking abilities. In this solar system there are a total of over 1.3 billion Ruminarakunidos!!

Vaon: The gas giant with undead and will-o-wisp like creatures that live there and is 5.5 billion km / 3.4 billion miles from the sun.

Agonius: The mountainous Islands and deep oceans with many underwater lifeforms, 8.9 billion km / 5.5 billion miles from the sun.

Hyperion: fastest moving planet with unique monsters of all types and is 12.2 billion km / 7.58 billion miles from the sun.

Tooku: Living world of ice and cold on the surface with ability to create dungeons, simulacrums and even items like a Djinni (Huuldaac priests open portals to this world), is 17.6 billion km / 10.9 billion miles from the Ida. Araneas learned this world can disrupt spelljammering helms that pass within 100 million miles of the planet. Plasmoids live and work with the planet to test adventurers from other planes.

There are about a dozen asteroids located several billion miles beyond Tooku where the Aranea have established bases.

**The edge of the The Luminarion Expansion is approximately 32.8 billion km / 20.4 billion miles from the Giant Golden Sun: Ida.

Ruminarakunidos are a race of Araneas that glow because of the light of Ida. However, while they live here, they are infused with power [+6 all stats (up to 24), Prime stat +12 Stat (up to 30), healing dream (heals 2 hit points per hour of sleep), + 2 saves, and their exo-skeleton glow when strong emotions are involved. Lifespan of a Ruminarakunidos is around 100 years old (Outside the Luminarion Expansion lives 200 years).

Shared Spellcasting (Coven Only). While there are at least, three members in a Ruminarakunidos coven are within 30 feet [60 feet] of one another, they can each cast the following spells from below priest's spell list but must share the spell slots among themselves:

While all three members (at least) of a Ruminarakunidos coven are within 30 [60] feet of one another, they can each cast the following spells from the Priest's spell list (no componenet needed) but must share the spell slots among themselves:

• 1st level (4/[8] slots): create water, orison, fog, summon monster I
• 2nd level (3/[6] slots): hold person, make whole, lesser Restoration: Ruminarakunidos only
• 3rd level (3/[6] slots): dispel magic, anyspell, Glyph of Warding
• 4th level (3/[6] slots): Summon Blue Flame Being (8 HD), tongues, cure critical wounds: Ruminarakunidos only
• 5th level (2/[4] slots): Planeshift, Raise Dead: Ruminarakunidos only
• 6th level (1/[2] slot): Greater Any Spell

[All extra powers are lost on leaving Luminarion Expansion]

For casting these spells, each Ruminarakunido is a 4th-level spellcaster. Three Ruminarakunidos cast as 12th spellcaster and 9 Ruminarakunidos cast as 36th level spellcaster (maximum).

The world called Qou

Qou is a Voidworld at least on the surface. A Planet has a toxic atmosphere to keep out hostile threats. The world has no traces of the living on the surface and measures 42,000 cubic miles. You must look miles beneath the surface of Qou. The world is 741 million km /460 million miles from Ida. You must look miles beneath the surface of Qou.

In the heart of this world lies the Empire of Hikari, a place where that glows by lantern light, has underground cherry blossom trees, humans with skin colors from white to pink to red (The same as the Cherry Blossom Trees) living in an underground magical society. Here, honor, country, family, and diligence are not just values but the pillars upon which every citizen builds their life.

Population Breakdown of the World: 12,000,000 total Living; approximately 4 million Luminarions in the Holy City of Hikari, with another million in villages and communities outside the Holy City. The remaining millions live at other cities, towns and hundreds of villages scattered throughout the Under Realm. However, there is about 24,000,000 total undead; approximately 8 million undead Luminarions in the Holy City of Hikari. Both the living and undead work side by side.

Also sometimes reincarnated lost souls from other worlds and an even a few from Mystara: 60% human, 30% demihuman and 10% other are brought here via a Sacred Magic Ritual. All start in young age, as a Luminarion and relearn from there.

Luminarions are on par with Ruminarakunidos. In truth, most races even underground will be infused by the light of Ida giving them power: [+6 all stats (up to 24), Prime stat +12 Stat (up to 30), healing dream (heals 2 hit points per hour of sleep), + 2 saves, and eyes glow when strong emotions are involved. Lifespan of a Luminarions is around 45-50 years old (half normal)].

Magic and Technology:

The air vibrates with the energy of spells and the hum of crystal powered machines. Spellcasters in flowing robes walk alongside engineers wielding tablets etched with runes. Samurai swords glow with enchantments, and crystal-powered carriages hovers down streets lined with cherry blossoms and holographic advertisements on crystal iPhones.

Dungeon Dynamics:

The dungeons are alive, pulsating with magic and teeming with creatures. Managed by dungeon managers, these labyrinths regenerate their treasures and trials, ensuring a constant flow of resources and challenges. Adventurers, known as divers, delve into these depths, seeking fortune and glory.

Economic Ecosystem:

The economy thrives on the spoils of the dungeons. Divers, sponsored by powerful guilds and merchants, become celebrities, their exploits broadcasted through crystal balls to millions. The successful ones earn riches and fame, while the masses are entertained and inspired.

Educational System:

From a young age, children learn the art of the dive. Middle schoolers watch educational programs on crystal balls, while high schoolers don their gear and step into controlled beginner dungeons, learning to harvest, fight, and protect. The kingdom covers their healing expenses, ensuring that the future generation is well-prepared for the realities of the dungeons.

Sponsorship and Patronage:

Divers seek sponsorships, adding to their earnings through endorsements and performances. They invoke the names of their immortal patrons, sharing their experiences in exchange for blessings. The most elite among them may cast spells of great power, granted by Huuldaac himself.

Staged Rivalries and Quests:

The world is a stage, and divers partake in theatrical rivalries, engaging in feuds that captivate audiences and attract sponsors. They undertake quests set by their patrons, each challenge a step towards greater rewards and higher stakes. Along with show casing the latest spells and products.

The Immortal’s Influence:

Huuldaac, the Patron of the Eternal Game, watches over this world, his influence felt in, every clash of swords, casting of a spell and every roll of the dice. A few lesser immortals bestow their favor upon those who embody the kingdom’s core beliefs, ensuring that the game of life is played with fervor and fairness.

In this world, almost every dive is watched, every harvest honored. It is a place with unwritten epic tale waiting to be written. Here, in this world of Qou, life is the greatest adventure, and the game continues on.

Adventurer’s Guild Economy:

Flat Rate Payment: Dungeoneers, known as ‘divers’, receive a standardized payment from the Adventurer’s Guild for dungeon clearing. This prevents inflation and wealth disparity caused by large treasure hauls.

Mandatory Dives: Divers are required to complete at least ten dives per month, ensuring a steady flow of resources and keeping the dungeons from becoming overpopulated with monsters.

Resource Harvesting: After the initial clearing, a specialized team enters to gather valuable resources such as herbs, ores, and monster parts. This ensures that all aspects of the dungeon are utilized.

Scaled Earnings: Earnings are scaled based on experience and skill level. Beginners might earn an amount comparable to a service industry job, like a waitress, while top-tier divers can earn as much as a master craftsman.

This system encourages a stable economy and provides opportunities for character growth. Players can start as novice divers and aspire to become renowned within the guild, all while contributing to the kingdom’s prosperity. It also opens up possibilities for various side quests and guild politics, adding depth to the gameplay.

Currency:

All money Dive Points = DP. 1 gold pieces is equal to 100 DP.

Dungeon Diving Competitions

Sporting Events: Dungeon dives become a sport where teams from different kingdoms compete to clear dungeons the fastest.

Wagering Resources: Kingdoms bet resources on the outcomes, adding a strategic element to the competition.

Broadcasting: The events are broadcasted via magical devices like crystal balls and handheld mirrors, akin to televisions and smartphones, making it a popular entertainment form.

Gameplay Mechanics

Timed Challenges: Teams are timed, and their performance is measured not just by speed but also by efficiency and style.

League Tables: Rankings and statistics are kept, with annual championships determining the most skilled kingdom.

Training and Preparation: Characters can spend downtime training for these events, improving their skills and teamwork.

Economic and Political Implications

Political Tension: The outcomes of these events could influence political relationships between kingdoms.

Economic Boost: Merchants and artisans could sponsor teams, sell merchandise, and provide services related to the events.

Cultural Impact: Heroes of these dives could become celebrities, influencing culture and trends within the kingdoms.

Intelligent Monsters

Experience Points (EXP): Intelligent monsters gain EXP for defeating divers, which could lead to them leveling up and becoming more formidable opponents.

Immortality: These monsters do not age and are bound to the dungeon, but they have the freedom to roam within its confines of their dungeon.

Random Encounters: Occasionally, divers might unexpectedly encounter the dungeon elite monster, adding an element of unpredictability and excitement to the dives.

This system creates a living, breathing dungeon environment where both divers and monsters play a role in the ongoing narrative of your world. It also allows for interesting gameplay mechanics, such as:

Monster Progression: As monsters gain EXP, they could develop new abilities or become stronger, providing a scaling challenge for divers.

Dungeon Evolution: Over time, the dungeon could change based on the actions of the managers and the monsters within, keeping the experience fresh for players.

Strategic Diving: Divers must be strategic and cautious, knowing that a boss could be around any corner.

Middle School Curriculum

TV Crystal Balls: Students begin learning about dungeon diving through educational programs broadcasted on TV crystal balls, which show the basics of diving and its significance.

Preparatory Classes: They take classes that prepare them for the practical experiences they will encounter in high school.

High School Diving Program

Introductory Dives: The first dive is designed to be a controlled, standard dungeon experience to teach the basics of diving.

Variable Environments: Subsequent dives increase in complexity, introducing students to different environments and challenges, like a night dive that leads to a sunny spring day in vast plains.

Pocket Dimensions: Each dungeon operates as a separate pocket dimension, providing unique ecosystems and physics that can differ drastically from the underground world.

Educational Goals

Economic Understanding: Students learn the role of diving in the economy, from resource gathering to the importance of maintaining monster populations.

Practical Skills: They gain hands-on experience with teamwork, problem-solving, and the application of classroom knowledge in real-world scenarios.

Cultural Appreciation: The program fosters an appreciation for the adventurers who contribute to the kingdom’s prosperity and stability.

On Average, a human earns 1 level every 5 years. An average 20-year-old human Diver will be 4th level in the class of choice.

Unexpected Challenges

Preparation for the Unexpected: By encountering unpredictable situations, students learn to adapt quickly and think on their feet.

Safety Measures: The kingdom ensures that safety protocols are in place, with experienced divers overseeing the students.

High School Programs

Healing Expenses: The kingdom generously covers all healing expenses, including resurrection, ensuring the safety and well-being of student divers.

Diverse Dungeon Experiences: Students get to explore 12 different dungeons, gaining a wide range of experiences over 4 years.

First 4 Dungeons: They are Harvesters and in charge of gathering, learning how to harvest herbs, ores, and monster parts.

The next 4 dives: Next year they act as Breachers focusing on clearing the dungeons of most monsters.

Last 4 Dungeons: The Divers act as Vanguards for the harvesters and battle the boss of the dungeon.

This educational progression not only equips students with the necessary skills and knowledge for dungeon diving but also instills a sense of responsibility and understanding of their role in the kingdom’s economy. It’s a comprehensive approach that combines theory with practice, making the learning process engaging and relevant.

Roles

Harvesters: gather resources from herbs, ores, and monster parts.

Breachers: divers, focusing on clearing the dungeons of monsters.

Vanguard: acts as guards for the harvesters and battle the boss of the dungeon.

 
Encounter Probabilities

Peaceful Harvest: There’s a 49% chance that the harvesting process will be uneventful.

Minor Threats: There’s a 49% chance of encountering a few random monsters during the harvest.

Surprise: There’s a 2% chance that an elite monster will appear, adding an element of risk and excitement.

 
Sponsorship Details

Maximum Earnings: Divers can earn up to an additional 72,000 gp (7,200,000 DP) per year from sponsorships.

Market Saturation: With over 1 million groups streaming, the competition for sponsorships is fierce, leading most groups to earn only a few thousand extra gold per year.

Product Endorsements: Divers sponsored by magic item or weapon smiths have the privilege of using their sponsor’s products during their dives, which can serve as live demonstrations of the items’ effectiveness.

Economic Impact

Increased Earnings: Successful divers can significantly boost their income through sponsorships, enhancing their status and ability to invest in better gear.

Brand Exposure: Sponsors get valuable exposure to a wide audience, potentially increasing sales and brand loyalty.

Viewer Engagement: Viewers can discover new magical items and weapons through these streams, influencing consumer trends and preferences.

Gameplay Dynamics

Quests for Sponsorship: Divers might undertake specific quests or challenges set by sponsors for additional rewards.

Performance Pressure: Sponsored divers may feel pressure to perform well and maintain their sponsorship deals.

Exclusive Deals: High-profile divers could negotiate exclusive contracts with sponsors, leading to unique storylines and rivalries.

Staged Rivalries

Promotional Tactics: Divers engage in theatrical feuds, complete with challenges and taunts, to captivate their audience and boost viewership.

Increased Sponsor Interest: The heightened drama can attract sponsors looking to capitalize on the increased attention.

Risks of Staged Rivalries

Credibility: If the audience discovers the rivalry is staged, the divers’ credibility could be damaged, leading to a decline in viewership.

Sponsorship Loss: A significant drop in viewers could result in the loss of sponsorship deals, affecting the divers’ additional income.

Safety Net

Base Pay: Regardless of viewership or sponsorships, divers still receive their base pay for completing the required number of dives per month.

What is a Grinder?

A Grinder undertakes 2 to 3 times as many dives per month. It is all about speed and greed.

Motivations for Grinding

Financial Goals: Many Grinders are motivated by specific financial goals, such as starting a family, purchasing a home, or building a retirement fund.

Short-Term Strategy: Often, Grinders will dive at this intense pace for a few years to accumulate wealth quickly.

Lifestyle Impact

Risks: Grinding comes with increased physical and magical risks due to the frequency of dungeon exposure.

Work-Life Balance: Grinders may have less time for personal pursuits or leisure activities due to their rigorous diving schedule

Immortal Patronage

Gift of an Epic Feat or an ability to cast a high-level spell once per ten days

Invocation Requirement: Divers must invoke the name of their Immortal patron at least once during each dive or wear their symbol.

Experience Share: In exchange for their blessings, 20% of the experience points (EXP) earned by the diver goes to the Immortal.

Multiple Patrons

Diversified Support: A diver can choose to be patronized by multiple Immortals, gaining a variety of boons.

Slower Progression: However, this comes at the cost of slower personal progression due to the divided EXP contribution.

Gameplay Implications

Strategic Depth: Divers must weigh the benefits of Immortal patronage against the cost of slower leveling.

Roleplaying Opportunities: The requirement to invoke an Immortal’s name can lead to interesting roleplaying scenarios and character development.

Balancing Mechanism: The boon system provides a way to balance the power granted by Immortals with the need for divers to still earn their progress.

Dungeon Rank Payment Structure

E Rank (1-4 level): 100 gp per person + 1% of materials
D Rank (5-8 level): 200 gp per person + 2% of materials
C Rank (9-12 level): 300 gp per person + 3% of materials
B Rank (13-16 level): 400 gp per person + 4% of materials
A Rank (17-20 level): 500 gp per person + 5% of materials
S Rank (Epic): 1000 gp per person + 10% of materials

Material Value Estimates:

E Rank: Materials worth 20,000 gp (±40%)
D Rank: Materials worth 40,000 gp (±40%)
C Rank: Materials worth 60,000 gp (±40%)
B Rank: Materials worth 80,000 gp (±40%)
A Rank: Materials worth 100,000 gp (±40%)
S Rank: Materials worth 200,000 gp (±40%)

Example: Calculation for C Rank Dungeon

Base payment: 300 gp per person
Material value collected: 60,000 gp
Percentage share: 3% of 60,000 gp = 1800 gp
Total number of divers: 40 (10 Breachers + 20 Harvesters + 10 Vanguard)
Additional payment per person: 1800 gp / 40 = 45 gp
Total payment per dive per person: 300 gp + 45 gp = 345 gp | 34500 DP
This system allows for variability based on the skill of the harvesters and the condition in which the dungeon is left after the frontline divers’ work. The fluctuation in material value (±40%) can represent the unpredictability of dungeon diving and resource availability, making each dive a unique economic event.

 
There are different sized teams.
Total number of divers: 20 (5 Breachers + 10 Harvesters + 5 Vanguard)
Total number of divers: 40 (10 Breachers + 20 Harvesters + 10 Vanguard)**
Total number of divers: 80 (20 Breachers + 40 Harvesters + 20 Vanguard)
Total number of divers: 160 (40 Breachers + 80 Harvesters + 40 Vanguard)
**Standard team.

Universal Tax:

20% of the dive goes toward the Empire along with a flat 20% tax.

However, Public Relations: The Empire is aware of the importance of public perception. Through ongoing PR campaigns, they remind citizens of the divers’ sacrifices and the role these Divers sustaining the Empire. This fosters a sense of gratitude and respect towards the divers, reinforcing their status as heroes of the realm.

Annual Celebrations: The Empire hosts a yearly event to honor the divers, offering discounts, free food, drinks, and even fireworks. This not only serves as a thank you to the divers but also as a public display of the Empire’s appreciation, strengthening the bond between the adventurers and the citizenry.

The combination of these policies and public gestures creates a symbiotic relationship between the divers, the Empire, and the populace. Divers are motivated to excel in their dangerous profession, sponsors receive valuable exposure, and the Empire secures the resources needed to thrive—all while maintaining the goodwill of the people. It’s a delicate balance of economics, politics, and social dynamics that keeps the world of Huuldaac turning.

Magic-Users, Priests, Druids are much more common as a Luminarions

30% of Luminarions are spellcasters (magic-user, priest, druid, ect.). However, even a Fighter or Expert can get a gift from an Immortal to cast a high-level spell once per ten days.

Also, magic is vaster and all spellcasters gain twice as much spell slots.

A few items of Note

Underground Cherry Blossoms: When turned into a tea and drank, 5d6 minutes removes fatigue or exhaustion along with helping anti-inflammation, reducing blood pressure. Drinking more than 6 cups per 24 hours will make one sleepy.

Sapphire Flower: eating the leaves will either end one disease or one condition afflicting eater. The condition can be blinded, deafened, paralyzed, or poisoned.

Topaz Flower: the stems of this flow will when one eats them will allows the eater to heal at 1 hit point per round for 12 rounds. Note this does not restore hit points lost from starvation, thirst, or suffocation, but it will allow an eater to regrow or attach lost body parts. A maximum of 3 doses per 24-hour period or suffer from weakness.

Emerald Moss: This rare moss glows faintly with an inner light. When applied to the skin, it grants the user Darkvision up to 60 feet for 8 hours. However, using it more than once in a 24-hour period risks the user becoming permanently sensitive to sunlight, suffering disadvantage on attack rolls and Perception checks when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight.

Amethyst Geode: This small, palm-sized geode can be thrown to the ground, shattering and releasing a cloud of amethyst dust. Creatures within a 10-foot radius must succeed save vs spell or fall asleep for 1 minute. The dust is a one-time use and requires a long rest before another geode can be effectively used by the same individual. This is also used by medics to kick start one's healing dream ability.

Quartz Shard: This sharp, crystal shard can be affixed to any weapon. It allows the wielder to cast the spell Magic Missile as a 10th-level spell once then needs 24 hours in Hikari or City to recharge. Whenever the weapon lands a critical hit and the Magic Missile is not utilized, the shard vibrates with arcane energy, inflicting an additional 1d4 force damage.

Hikari Magic Weapon: uses a core mana crystal that can only be recharged in the city. Weapon does double damage when charged. Has multiple powers that all require Mana points for the crystal. Once used up must recharge back at town over 24-hour period. Weapon works as +1 to +6 depending on the number of MPs used.

Crystal Communicator
Common item, city-issued (requires attunement)

This ubiquitous crystal is a cornerstone of life in the underground magic city. Upon reaching a significant age, each individual is granted this device, which is imbued with city-specific runes for various purposes:

- Hover near attuned: up to 10 feet away to record events and "help" if possible.

- Citywide Messaging: Facilitates instant text-based communication between any two residents within the city's magical boundaries.

- Holographic Projections: Creates holographic images or short videos that float above the disk, widely used for entertainment or information display.

- Urban Encyclopedia: Functions as a handheld repository of the city's extensive knowledge, offering reliable information retrieval for local topics and a fair chance for more general inquiries.

- Money Transactions: Operates as a financial tool, allowing users to make purchases or transfer funds seamlessly from this device to another or to businesses.

The communicator draws its power from the city's ambient magical energy, which is abundant within its confines but dissipates in non-magical areas such as dungeons.

Power Source in Dungeons: While the communicator is charge-free within the city, the devices energy lasts a few minutes outside the city and will start to drain 1 con point per day from the attuned until returned to City. If the attuned is drained to Zero will raise as a Shade or some form of Undead. You may think why they take the device into a dungeon, but it is all about recording their adventures.

Community Connectivity: More than just a tool, the Crystal Communicator is a symbol of the interconnectedness and communal spirit of the city's denizens, promoting unity and collective support.